[Bug 104553] mat4: m[i][j] incorrect result with row_major UBO
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Mar 28 00:35:14 UTC 2018
--- Comment #10 from Timothy Arceri <t_arceri at yahoo.com.au> ---
(In reply to Alejandro Piñeiro (freenode IRC: apinheiro) from comment #9)
> Found this bug when I was about to report the same problem. Some comments
> (In reply to florian.will from comment #0)
> > Created attachment 136630 [details]
> > Failing piglit test (when test_variant = 2) for this bug.
> > I hit another bug while trying to get Banshee 3D
> > <https://github.com/BearishSun/BansheeEngine> to work correctly on Mesa
> > radeonsi (HD 7870) / amdgpu kernel module. I use git commit 2719467eb6 right
> > now, which is a few days old.
> > Accessing a "mat4 m" component, e.g. m, returns unexpected results if
> > m is declared inside a UBO block and uses row_major matrix format. col_major
> > works as expected. m.z also works. Some experiments indicate that for
> > m[i][j], the UBO buffer is accessed at offset (i+j)*4 instead of (i+j*4)*4.
> > The invalid offsets for loading floats from the UBO are visible in the Mesa
> > IR when linker.cpp is done (probably introduced by lower_ubo_reference()).
> As you imply below, this problem also affects ssbo. So perhaps it would be a
> good idea to update the bug description?
> > While exploring this issue, I prepared a piglit test case that tests for
> > this. It fails on my setup (when test_variant = 2, the other tests succeed).
> > I will attach it to this bug report and send it to the piglit list for
> > review.
> > Possible Fix:
> > I doubt this is enough/correct, because I haven't fully grasped the IR
> > processing in the glsl compiler and which fields/data types can/can't be
> > row_major and the implications, but this simple change in
> > lower_buffer_access.cpp
> FWIW, while I was doing a skimming, I also got to lower_buffer_access and
> lower_ubo_reference (this one touches both ssbo and ubo), so I agree that
> the issue is likely at that code. Not sure if your fix is correct or in the
> good path sorry.
> (In reply to florian.will from comment #7)
> > Created attachment 136878 [details] [review] [review]
> > Changes to piglit UBO test generator
> > I have now extended the random UBO piglit test generator python script (in a
> > hackish way) to generate SSBO tests as well, and added std430 packing rules
> > to generate std430 SSBO tests. My changes are in the attached patch file,
> > but I'd say it's not suitable for piglit git (too ugly).
> > It was helpful to validate the mesa patch I've attached to this bug report
> > earlier. Using mesa git master, 391 out of the 540 generated UBO&SSBO tests
> > fail. After applying my patch, only a few tests (3-7) fail. The failing
> > tests are always very huge test files (some have more than 10k lines and
> > sometimes up to 5MB shader_test files). Apparently they hit something like
> > an internal size limit for vertex shaders, because the tests pass when
> > commenting out one half of the test conditions in the vertex shader, and
> > they still pass when commenting out the other half of the vertex shader.
> Somewhat off-topic: Timothy mentioned that in the past it was not included
> due all the amount of tests added. So perhaps a compromise would be added
> some (~10?) barebone tests, to at least cover the most basic cases.
> Something like this test I wrote while debugging this:
Yes for now I'd be happy with someone committing a piglit test that trips up
the bug. Please go ahead and push your test as its the simplest of the two
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